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翻訳の問題を報告
High skill doesn't guarantee a win. Highly unlikely as it may be, it is possible for a chump with a knife to get lucky and land a lethal blow on a master swordsman. Your melee 15 just had some REALLY crappy rolls and the 1 melee got REALLY good rolls.
Also to note, burning passion does nothing for how well they actually perform the skill. Just how fast they level it up and a mood boost when using said skill.
Longsword are also rather slow and therefore luck based vs the faster weapons. They help a lot against tanky targets with heavy armour, but against more trashy enemies, you can get rather unlucky in comparison to a weaker and faster weapon.
in practice, if you only get 1% extra hit chance per level, a lvl 20 melee guy really is 2x better than a lvl 10, if you consider one is only missing half as many attacks (20% vs 10%)
After that, if you could get it higher, he would be 2x more effective yet again after only 5 levels, and so on.
Thanks @whatamidoing. I was thinking about the maximum possible increase.
If you want that monosword blow to hit, and to erase a dangerous threat NOW, one guy is half as likely to get the job done than the other.
Not to mention the other bonuses related to melee skill
IE: +50% physical damage resistance is not as effective as adding +5% damage resistance to someone who already had 94%.
In one case the upgrade reduces the previous damage by half (down to 50%), in the other it reduces by 5/6 (down to 16.6%) even though the it looks like 1/10 of the stat bonus.
Half as much damage taken makes you survive twice as long.
Half as much hits missed does not make you do twice as much damage, except if you were at 33% hit chance.
Every time you miss the world doesn't stop to allow you to hit again and try to get your average perfectly after 1000 attacks, the guy who misses twice as much is twice as likely to get killed in many scenarios, as every time they miss a threat isn't erased, every time they miss the enemy is also taking a chance against him.
These things get quite obvious in heavy RNG games, which is the case for Rimworld, but it's highly disguised in real time and by not showing the rolls of each character.
But in games where this isn't hidden, like Battle Brothers, one guy with even 1% less hit chance due to lower base stats, or base defenses, can be considered trash while the other can be, in fact, way better than simply twice just by having a couple of percentage points extra for hit or block chances.
The same logic applis, at low values percentage chances are often not all that relevant if you want to bet anything of value on them, as they are still far too unreliable to be of any use, 20% or 40% end up being the same, a chance you won't even take.
If you had an implant item that gave any melee pawn, even one without any skills for melee, 80% chance to hit.
But
You could also give that item to a pawn you already had with 91% chance to hit, and he's already a monster, but it would take his hit chance from 92% to 99%, which one would you give?
A new warrior that could hit decently wall, so you'd have 2 of them?
Or one guy that you know will almost never, ever miss any attacks and take down most targets in a single strike nearly every time?
In practice you can replace a circle of 3 zeus hammer wielding pawns with average/high hit chances, with this one guy instead, as you know he just won't miss and he can take down even centipedes before they can react. Reliabilty is The most important thing for RNG games, you don't need to deal 80 damage in a hit, in a world where most body parts have 40 HP anyway, you just need to hit them.
IE: If you had one super pawn that just can't miss, you could finish endless mechanoid raids by having that one guy, without anyone close to him being an easy target, waiting around a corner of some cliff and just waiting for all the mechs to come over, and die, one by one by one, never getting overwhelmed, never getting surrounded, because everything is pretty sure to die in the first hit. 2 soldiers can't do this reliably with "high" hit chances, they will need support because sometimes ♥♥♥♥ just hit the fan and it's not very hard for both of them having around 20% chance to miss, each, to allow an enemy to enter their perimeter alive while the next is already coming, and they start getting surrounded.
Except one guy ISN'T missing twice as much as the other. I don't know how you get that from 50% hit on two enemies vs 83% chance on one...
I'd take the warrior with 80%+the warrior with 91% fighting together vs a single warrior with 99% any day. Neither has a particularly high chance to miss, the 91% being very likely to hit. And if one goes down, there's still another fighting. If the 99% makes a bad roll, he's got two enemies with a very good chance to hit taking swings back at him. If either of the duo sings first, there's a very good chance the 99% will go down. If the 99% takes out the 80% before he has a chance to hit, he's likely to fall to the 91%'s swing. If he takes out the 91% with his first swing, 80% still has a good chance to take him down. That's without considering things like dodge chances.
Not even considering other requirements like space and placement while still cutting down the enemy LOS, gear or implants, even if everything was the same the lone warrior would perform almost twice as reliably as the other 2.
Granted there's also a chance to hit an enemy twice, and that's something the lone guy can't do, then again, if the weapon is of a good kind and quality (IE: Legendary monosword or zeus hammer) most threats are deleted in a single strike
Knowing these things is probably the only way to survive in certain games, like Ironman Battle Brothers or, to a lesser extent, Xenonauts and XCOM, at low ranges hit chances barely even matter if you can't afford to miss at all.
The guy with 80% hit chance is 80 / 90 = 0.88888 = 11.1% less likely to succeed than the guy with 90% hit chance.